Re: [stella] Hello, and.. my game

> I tried on pcaewin didn't work,I didn't know how to use cyberstella, so I
> passed on that It worked on z26 and rasty, for your first try it looks
great
> for a game, I wish my demo I'm doing looked that great (asymetcial
playfield is
> hard to do, I could do it ok I just get garbage on one side over my
orginal
> playfield)
Thanks Dan!
I still have to look into emulator compatibility issues..
I just included a title screen with asymmetrical playfield.. I've used the
asymmetrical reflect demo by Roger Williams and Glenn Saunders as a basis,
so I know what you mean :)
About the asymmetrical playfields, there's something I don't really
understand about it.
I was modifying the above-mentioned sample to squeeze and slightly optimize
it and decided to use the Y register instead of memory.
When I've implemented Y, I started having some garbage (black vertical
lines) on the screen when re-writing to PF0...
Basically, I've changed some code from this:
-----------------------------------
ScanLoop
DEC ScanPix ;next screen pixel line
BNE ScanGo
LDA #5
STA ScanPix
DEX ;next big pixel line
BNE ScanGo
LDX #6
ScanGo
STA WSYNC
;
; Time to begin cycle counting
;
LDA PFData0,X ;[0]+4
STA PF0 ;[4]+3 = *7* < 23
(continues with PF writes)...
-----------------------------------
to this:
-----------------------------------
ScanLoop
DEY ;next screen pixel line
BNE ScanGo
LDY
DEX ;next big pixel line
BNE ScanGo
LDX #6
ScanGo
STA WSYNC
;
; Time to begin cycle counting
;
LDA PFData0,X ;[0]+4
STA PF0 ;[4]+3 = *7* < 23
(continues with PF writes)...
-----------------------------------
As you see, I've just replaced ScanPix with the unused Y register... that
should take less cycles and memory.. but I get that weird artifact!
Actually I get the artifact whenever I write to the Y register..
Well, it's not vital, but it's something I can't really figure out myself!
I'd love some help with it, to have some better sleep :) eheh
Thanks!
Rasty.-
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